Pokemon Card of the Day #1011: Solrock (Great Encounters)
Solrock was the natural counterpart to Lunatone and each let the other make use of their Poke-Power or Poke-Body. Lunatone’s small bit of drawing was covered yesterday, and Solrock being able to help other Pokemon of certain types get around Resistances was the big thing that this one brought to the table. Psychic and Fighting both had the tendency to run into quite a few Resistances, so this was a nice trait to have even if it required two Pokemon on the Bench to make use of.
Solrock’s 70 HP was quite reasonable. The +20 Grass Weakness was a bit annoying in that it let Beedrill and Jumpluff KO without swarming as much, but that was about it. The Retreat Cost was just 1, so Solrock could get out of harm’s way if needed.
Sunlight was the Poke-Body that made this Solrock worthwhile. If Lunatone was also on your side of play, damage done to your opponent’s Pokemon by your Psychic or Fighting-type Pokemon wasn’t affected by Resistance. This could be nice, whether it was a Gallade getting around Banette ex or Gardevoir hitting a Darkness-type a bit harder. While it wasn’t game-changing for the most part, it would come in handy from time to time.
Sol Charge did 20 damage for a Fighting Energy and let you search your discard pile for a Basic Energy and attach it to 1 of your Benched Pokemon. This was actually somewhat of a set-up option, with Lunatone discarding the Energy and Solrock getting it back for another Pokemon. It wasn’t the best starter in the world but it could be okay very early.
Solrock wasn’t spectacular by any means, but it did bring some interesting things that could be wanted by a few decks. Fighting- and Psychic-types were quite good at the time, and Solrock brought them a bit of support. This card wasn’t seen often because it did require two Bench slots to be useful, but it could help out well enough if you had the room.